Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Repeating Events

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> Repeating Events Page: [1]
Login
Message << Older Topic   Newer Topic >>
Repeating Events - 2/19/2007 7:01:08 PM   
shunwick


Posts: 2426
Joined: 10/15/2006
Status: offline
Is it possible to make repeating events?

Edit: Sorry, I mean is it possible to make continually repeating events?

Best wishes,


< Message edited by shunwick -- 2/19/2007 7:51:38 PM >


_____________________________

I love the smell of TOAW in the morning...
Post #: 1
RE: Repeating Events - 2/19/2007 7:52:34 PM   
JAMiAM

 

Posts: 6165
Joined: 2/8/2004
Status: offline
You might have better luck asking how to make a specific event do exactly what you're looking to accomplish. Then, some of the resident "Evil-Ed" experts can suggest ways to make it happen.

< Message edited by JAMiAM -- 2/19/2007 8:06:35 PM >

(in reply to shunwick)
Post #: 2
RE: Repeating Events - 2/19/2007 8:30:02 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
Yes please post what you want to have and i'll see how i can help, there are ways, mostly with the 'event activated' trigger and the 'activate event' effect.

_____________________________


(in reply to JAMiAM)
Post #: 3
RE: Repeating Events - 2/19/2007 9:09:29 PM   
panzerpelle

 

Posts: 227
Joined: 10/25/2001
From: Sweden
Status: offline
http://www.tdg.nu/indexarticleaar.html

read the vp-loop article and the evil ed doc. Good luck!

_____________________________


(in reply to Telumar)
Post #: 4
RE: Repeating Events - 2/20/2007 5:22:01 PM   
shunwick


Posts: 2426
Joined: 10/15/2006
Status: offline
Thanks for your help guys. Essentially, I would like to repeat a news item. From what I've learnt so far, a reapeating loop looks something like this:-


Event 8: Turn: News Only
Turn 1: Turn Range=1: 100% Probability
This is a news string

Event 9: Event Activated: Enable Event : Activated 8
Delay=0: Turn Range=1: 100% Probability
Enable 8

Now this works but it is not exactly what I want. First, I only want the news string displayed every fourth turn. The only alteration needed is in event 9 where you change the Delay setting to Delay=3. This also works ok.

But what I want is this:-

Event 8: Turn: News Only
Turn 1: Turn Range=1: 50% Probability
This is a news string

Event 9: Event Activated: Enable Event: Activated 8
Delay=3: Turn Range=1: 100% Probability
Enable 8

In other words, I only want the chance that the news string will display every fourth turn. This does not work presumeably because if the news string does not get displayed then Event 8 does not activate Event 9 to reenable Event 8.

Ive tried this:-

Event 8: Turn: News Only
Turn 1: Turn Range=1: 100% Probability
This is a news string

Event 9: Event Activated: Enable Event: Activated 8
Delay=3: Turn Range=1: 50% Probability
Enable 8

This doesn't work presumeably because if Event 9 does not enable Event 8 then Event 8 can't activate Event 9.

By the way, I now understand why they call this the Evil Ed.

I've tried this:-

Event 8: Turn: News Only
Turn 1: Turn Range=1: 50% Probability
This is a news string

Event 9: Event Activated: Enable Event: Activated 8:
Delay=3: Turn Range=1: 100% Probability
Enable 8

Event 10: Event Cancelled: Enable Event: Activated 8:
Delay=3: Turn Range=1: 100% Probability
Enable 8

But this doesn't work either and I don't know why. I would be eternally grateful for all the help you can give me.

On a related matter, is there anyway to display a news string to only one side? I suspect not but I might as well ask.

Best wishes,


< Message edited by shunwick -- 2/20/2007 5:41:45 PM >


_____________________________

I love the smell of TOAW in the morning...

(in reply to panzerpelle)
Post #: 5
RE: Repeating Events - 2/20/2007 6:36:53 PM   
Curtis Lemay


Posts: 12969
Joined: 9/17/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: shunwick
On a related matter, is there anyway to display a news string to only one side? I suspect not but I might as well ask.


You can use Theater Options. The player would have to look in the Theater Option panel to see the message, of course.

As for your "every fourth turn" thing, I think you could try a sequence of four news events (three of them blank) and four enabling events, each handshaking with the next. I'll have to experiment a bit to see for sure.

(in reply to shunwick)
Post #: 6
RE: Repeating Events - 2/20/2007 7:41:07 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
well, you have 999 free event slots at your disposal, why not to chose the unsmartest but working way?

Ev8 Turn1 NewsOnly
Ev9 Turn4 NewsOnly 50%Prob
Ev10 Turn8 NewsOnly 50%Prob
etc.

But what do you want exactly? Do you want to have a continous news loop that has a 50% chance to break, so it can appear some turns, fail its probability check on a subsequent turn and will then appear no more?
or
Do you simply want a 50% chance every 4 turns for the news to appear, independent from wether the last time the probability check has failed or not?

quote:

Event 9: Event Activated: Enable Event: Activated 8:
Delay=3: Turn Range=1: 100% Probability
Enable 8

This can't work - it's an event that activates itself. For a continous loop you would need "cross enabling", i.e.:

#1 Force1 occ x/y
#2 Force2 occ x/y
#3 EvAct1 supply2-
#4 EvAct2 supply2+
#5 EvAct1 enable2
#6 EvAct2 enable1
#7 EvAct3 enable4
#8 EvAct4 enable3

< Message edited by Telumar -- 2/20/2007 8:07:15 PM >


_____________________________


(in reply to Curtis Lemay)
Post #: 7
RE: Repeating Events - 2/21/2007 1:05:41 AM   
shunwick


Posts: 2426
Joined: 10/15/2006
Status: offline
quote:

ORIGINAL: Telumar

well, you have 999 free event slots at your disposal, why not to chose the unsmartest but working way?

Ev8 Turn1 NewsOnly
Ev9 Turn4 NewsOnly 50%Prob
Ev10 Turn8 NewsOnly 50%Prob
etc.


Yes, that's always possible. I was looking to save myself some work. It's a 56 day scenario at 6 hour turns that's 224 moves if my maths is up to scratch so I would have to dedicate 56 events to display the news string. I can do it if I have to but I would rather find a shorter way.

quote:


But what do you want exactly? Do you want to have a continous news loop that has a 50% chance to break, so it can appear some turns, fail its probability check on a subsequent turn and will then appear no more?
or
Do you simply want a 50% chance every 4 turns for the news to appear, independent from wether the last time the probability check has failed or not?


Definitely b. Actually, I want a smaller chance say 10% but 50% is easier to test if it works or not.

quote:


quote:

Event 9: Event Activated: Enable Event: Activated 8:
Delay=3: Turn Range=1: 100% Probability
Enable 8

This can't work - it's an event that activates itself. For a continous loop you would need "cross enabling",


This does work, I've tested it. Event 9 enables Event 8.

quote:


i.e.:

#1 Force1 occ x/y
#2 Force2 occ x/y
#3 EvAct1 supply2-
#4 EvAct2 supply2+
#5 EvAct1 enable2
#6 EvAct2 enable1
#7 EvAct3 enable4
#8 EvAct4 enable3


Interesting.

#1 Display news
#2 EvAct1 enable1

Works as long as display news is 100% probability. I will retest it just to make sure but at the moment I am happy that it works ok.

Edit: Yes, I've just tested it again and it works perfectly.

Edit Edit: I've done some more testing.

#1 Display news
#2 EvAct1 enable1 with delay 3

Works ok on its own. However,

#1 Display news
#2 EvAct1 enable1 with delay 3
#3 Force1 occ x/y
#4 Force2 occ x/y
#5 EvAct3 supply2-
#6 EvAct4 supply2+
#7 EvAct3 enable3
#8 EvAct4 enable4
#9 EvAct5 enable5
#10 EvAct6 enable6

Causes the news string to appear one move earlier than it should. Your loop works ok but it screws up mine.

#1 Display news
#2 EvAct1 enable1 with delay 3
#3 Force1 occ x/y
#4 Force2 occ x/y
#5 EvAct3 supply2-
#6 EvAct4 supply2+
#7 EvAct3 enable4
#8 EvAct4 enable3
#9 EvAct5 enable6
#10 EvAct6 enable5

Also causes the news string to appear one move earlier than it should. Your loop is still ok but again it screws up mine.

So the chances are that my loop is at fault and some scheme of "cross enabling" is the safest way to play it.

Best wishes,



< Message edited by shunwick -- 2/21/2007 3:01:50 AM >


_____________________________

I love the smell of TOAW in the morning...

(in reply to Telumar)
Post #: 8
RE: Repeating Events - 2/21/2007 4:51:16 AM   
Curtis Lemay


Posts: 12969
Joined: 9/17/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: shunwick

Thanks for your help guys. Essentially, I would like to repeat a news item. From what I've learnt so far, a reapeating loop looks something like this:-


Event 8: Turn: News Only
Turn 1: Turn Range=1: 100% Probability
This is a news string

Event 9: Event Activated: Enable Event : Activated 8
Delay=0: Turn Range=1: 100% Probability
Enable 8

Now this works but it is not exactly what I want. First, I only want the news string displayed every fourth turn. The only alteration needed is in event 9 where you change the Delay setting to Delay=3. This also works ok.

But what I want is this:-

Event 8: Turn: News Only
Turn 1: Turn Range=1: 50% Probability
This is a news string

Event 9: Event Activated: Enable Event: Activated 8
Delay=3: Turn Range=1: 100% Probability
Enable 8

In other words, I only want the chance that the news string will display every fourth turn. This does not work presumeably because if the news string does not get displayed then Event 8 does not activate Event 9 to reenable Event 8.

Ive tried this:-

Event 8: Turn: News Only
Turn 1: Turn Range=1: 100% Probability
This is a news string

Event 9: Event Activated: Enable Event: Activated 8
Delay=3: Turn Range=1: 50% Probability
Enable 8

This doesn't work presumeably because if Event 9 does not enable Event 8 then Event 8 can't activate Event 9.

By the way, I now understand why they call this the Evil Ed.

I've tried this:-

Event 8: Turn: News Only
Turn 1: Turn Range=1: 50% Probability
This is a news string

Event 9: Event Activated: Enable Event: Activated 8:
Delay=3: Turn Range=1: 100% Probability
Enable 8

Event 10: Event Cancelled: Enable Event: Activated 8:
Delay=3: Turn Range=1: 100% Probability
Enable 8

But this doesn't work either and I don't know why. I would be eternally grateful for all the help you can give me.

On a related matter, is there anyway to display a news string to only one side? I suspect not but I might as well ask.

Best wishes,



Try this:

Event 8: Turn: News Only
Turn 1: Turn Range=1: 100% Probability
[no news]

Event 9: Event Activated: Enable Event: Activated 8
Delay=3: Turn Range=1: 100% Probability
Enable 8

Event 10: Event Activated: News Only
Delay=0: Turn Range=1: 50% Probability
This is a news string

Event 11: Event Activated: Enable Event: Activated 8
Delay=3: Turn Range=1: 100% Probability
Enable 10


(in reply to shunwick)
Post #: 9
RE: Repeating Events - 2/22/2007 12:14:55 AM   
shunwick


Posts: 2426
Joined: 10/15/2006
Status: offline
That works! Thanks very much Bob. And thanks for the Theatre Options tip as well.

Best wishes,


_____________________________

I love the smell of TOAW in the morning...

(in reply to Curtis Lemay)
Post #: 10
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> Repeating Events Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

4.125